The same capital issue was in AMK, with smart_terrains.script, because they used the 1.0003 script, and it's fixed in 1.0004, the proper name is rostok, not Rostok, so I think it might be the same here, but not sure, just guessing, also I have no idea what bug can this cause, maybe nothing, but I know it was blocked the respawns and smart terrains activating in rostok in smart_terrains.script.

¯¯¯¯¯¯¯¯¯¯Cpt. Borovich: parse_names() might need to be adjusted, but it's been moot for the RG-6. (They broke a rule when they used a hyphen in an item name.) I say "moot" because NPCs don't normally have that weapon in vanilla.

xr_box.script has its own version of that function which might also need to be changed, but again, no crates can spawn an RG-6 in vanilla.

Re empty tests: Yes, that's okay. They merely keep the setting the way it is if you trace the logic.

The problem with stalled NPCs is that their thread processing is broken. You can sometimes fix this by quicksaving, then quickloading.

This may be a race condition problem or initialization problem that is made worse by mods that increase the amount of processing needed for an NPC. I didn't see it at all in 1.0001, but I've seen it a bit in 1.0004 and more often in mods.

One contributor might be the stalled NPC trying to get to a spot on the other side of the camp, but it can't. You can enable a debug output in the function action_go_position:execute() in xr_kamp.script to see if the NPC is stalled; you will see an endless stream of "KAMP NODE NOT ACCESSIBLE ..." if that is the case.

Another cause might be a missing state transition. "The threat is over. Now what?"

Just some questions (@NatVac but everyone can play.. )
1) I see in _g.script, function parse_names(s) that there is no %- add in the string. does it have to be added as at least one weapon has a minus sign in its name (wpn_rg-6) ?..

2) In mob_camp.script, function mob_camp:select_state() line 180 (for me..), there are some empty tests. Is that ok as sometimes a npc stand idle by the fire and you can't even talk to him?..

---QUOTATION---Ceano wrote: The Marked one can ONLY lift body's when he is wearing a suit that he can use in VANILLA Stalker, any armor/suit that is added has a mesh that screws up the lifting feature.
(I don't know how many times i have written this in different post's.)

oldman wrote: What question is this a reply to?---END QUOTATION---

Well some one asked why he cant lift/carry dead body's with some armor, i surly think that he who asked will grasp it

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Thanks for the cleanup, Fatrap, and thanks for the fixup, Decane.

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I can't speak for changing all the loadouts for additional ammo, EggChen. I should have qualified the statement: "I also recommend the multiple-ammo loadout for special NPCs like Kruglov and Shaggy." I've changed a few like Kruglov without any visible impact, though probably not as many as BobBQ has. As I then mentioned, "I've resorted to the ammo trade approach as it solves the problem in a general fashion." I don't have to mess with the files this way, although that might be a more complete solution.

¯¯¯¯¯¯¯¯¯¯Atrocious, I'm getting "Critical: SMapLocation binded to non-existent object id=xxxx" echoed to the console log when I use that "delete body" script. It doesn't seem to have any impact on the game, though. Maybe we can invoke the same action(s) as those used by the vortex or whirligig anomalies...

¯¯¯¯¯¯¯¯¯¯romolous, I don't know if the spawned boxes have a lag problem or not; the one I'm using, inventory_box, looks like a dynamite box and I don't see any more lag with it in the Freedom base than was already there. I need to test it more. I'm working on the body move stuff, which makes me a real friend.*

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I don't know about the armor carry problem, oldman. Maybe changing ef_equipment_type for the Duty equivalent of SEVA from 4 to 2 might make a difference. Very likely there's a mesh problem as Ceano notes, which means that this might be fixable by someone who knows the mesh stuff.

¯¯¯¯¯¯¯¯¯¯nandersen, oldman, I've got a drop modification (similar to the medkit drop for healing or the energy drink drop for anomaly removal) that uses the particle effect for *spluch* (the "anomaly2\\body_tear_01" blood cloud effect) when it removes the body. I'm calling it the "Spot Remover". Currently it has the same SMapLocation bind problem that the xr_motivator.script's motivator_binder:use_callback()'s alife():release() function has; I'm thinking that the way the vortex anomaly removes the body is probably the way to go here.

But the item drop method does have the advantage of being able to remove mutant bodies as well, Ceano, although you can add a use() callback to bind_monster.script to use the same approach provided by Atrocious.

__________
*"Friends help you move; real friends help you move bodies."

---QUOTATION---The Marked one can ONLY lift body's when he is wearing a suit that he can use in VANILLA Stalker, any armor/suit that is added has a mesh that screws up the lifting feature.
(I don't know how many times i have written this in different post's.)---END QUOTATION---

What question is this a reply to?

Vehicles? When I was your age, I had to run through the zone (and it was snowing!)

---QUOTATION---OK, I was thinking about something that you could buy from the traders. You would place it on the body to make it evaporate. I know that it probably requires a lot of work but it's just an idea ---END QUOTATION---

Some of the elements already exist, but I have no idea how to piece them together. For example, if a Wrenched could be taken to a trader and "broken" into a dozen or so mini-artifacts and these mini-wrenched artifacts could activate a short term anomaly (life-span of less than one minute) you would have a working body disposal system.

Vehicles? When I was your age, I had to run through the zone (and it was snowing!)

The Marked one can ONLY lift body's when he is wearing a suit that he can use in VANILLA Stalker, any armor/suit that is added has a mesh that screws up the lifting feature.
(I don't know how many times i have written this in different post's.)

EDIT: What about that they still use there shotgun even if you sell them a better weapon, i have seen AI that i have sold a AK47 still hold on to the shotgun...but in a fight with the military he did switch to the AK47. I have this setting in m_stalker.ltx, use_single_item_rule = false

EDIT: Removing dead body's, this script is made by Atrocious.

Atrocious, how to do it:

Put this into xr_motivator.script and replace the existing head of function motivator_binder:use_callback with it:

local corpse_to_remove_id
function motivator_binder:use_callback(obj, who)
if self.object == nil then return end
if self.object and self.object:alive() then
corpse_to_remove_id = nil
end
if corpse_to_remove_id ~= nil then
local npc = alife():object(corpse_to_remove_id)
if corpse_to_remove_id ~= self.object:id() and npc ~= nil then
alife():release(npc, true)
corpse_to_remove_id = nil
end
end
if self.object and not self.object:alive() then
corpse_to_remove_id = self.object:id()
end

-- the rest of the existing function must stay, of course

How it works: When you loot a body, it gets "tagged" and if you move to the next body, the previous one will be removed. You can loot the same body as many times as you want. Only at the next one it will be removed. If you don't want to remove a certain body (for whatever reason) talk to a living NPC and the tag will be removed.

Issues: It won't work over different levels, so the last body in a level will probably remain.